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Re: ICE

Posted: Wed Aug 22, 2012 1:40 pm
by face
Because all talk about scatters, i build a simple 1hr rgb scatter in ICE, based on vertex color maps.
Just for fun...

face

[vimeo]http://www.vimeo.com/48003029[/vimeo]

Re: ICE

Posted: Wed Aug 22, 2012 7:43 pm
by PeterCGS
Showoff!!! Seriously cool Face :) Haha Wicked as usual!

Re: ICE

Posted: Wed Oct 31, 2012 7:49 am
by face
A simple quicky...

face

Re: ICE

Posted: Wed Oct 31, 2012 11:56 am
by bepeg4d
great, i love it :)
would be nice to see it animated ;)
ciao beppe

Re: ICE

Posted: Thu Nov 01, 2012 6:37 pm
by face
Thanks, next try...

face

Re: ICE

Posted: Fri Nov 02, 2012 1:08 am
by face
OGL animation preview...

face
[vimeo]http://www.vimeo.com/52658670[/vimeo]

Re: ICE

Posted: Fri Nov 02, 2012 6:11 am
by PeterCGS
Nice one Face! I really like all those thin strands. I dont even want to begin to see how your ICE tree looks like, because Im sure its pretty complicated by now :P

Re: ICE

Posted: Fri Nov 02, 2012 9:51 am
by bepeg4d
wow, thanks for sharing :o
i try to figure out how could it be made, a perfect mix of metaballs/lattice, particles, noise and math i suppose :roll:
ciao beppe

Re: ICE

Posted: Fri Nov 02, 2012 9:56 am
by face
There are some trees there.
One for the strands, which adds point positions to the strand array till 300 positions are reached. Strand positions are removed from the end of the array if the strand direction shows to the center of the Octane logo.
Also the array will reduced if the point live is greater then 200 frames.

Then one tree for the use of the emTopolizer which is a reversed copy of the strand positions where i removed the first 100 positions so that i become 200 position per strand. The resulting array is subdivided so that i become 600 positions per strand.
This gives the effect that the fluid follow the strands or the strands are a way before the fluid.

The next one is the emTopolizer tree itself, which generates the fluid. In the emTopolizer i have used a push and a smooth operater to smooth out the result.
There is a subtree after this tree which reads the closest normal from the logo mesh. With this i flatten the resulting mesh by blending the flatten and the original by a factor together.

The last tree is used to generate a copy of the resulting mesh above which reads in the geometry and smooth it a little.

If you want, i can also post the trees ;)

Here is a higher detailed image with around 6mio triangles.

face

Re: ICE

Posted: Fri Nov 02, 2012 10:23 am
by PeterCGS
Wow! Coolest image yet! Sounds like I need to buy yet another Mootzoid plug haha.. How does it look like if the emitting geometry is deformed/animated I wonder.. Very cool stuff Face!

I love watching others ICE trees, so if you dont mind, please post :)

/Regards Peter K